Session 27: 3-18-2009 “Eye want to SEE the Queen!”

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Cast of Characters:

Celceor The Wise; Elf Mage (Dave M.)

Nick; Human Rogue (Dave P.)

Fafnir; Human Barbarian (Jon C.)

Werkle of Dinnsmere; Dwarf Fighter (Al)

Ereyn Bane; Half-Elf Rogue (Mike D)

Eggo of the Holy Brotherhood; Human Cleric (NPC)

Beck, Human Fighter (NPC)

Bent, Dwarf Bard/Wizard (Brook)

 

After half of the party got jacked  in Fol Thron by some muggers following some betting on Fafnir’s cage match back in the village of Della Minerva, the victims were herded by the guards into the “Lion & Stag” inn where we enjoyed the dubious hospitality available while they investigated.  The crime victims (which principly included Werkle and some others), had their papers confiscated and were told not to leave the inn.  Fol THronn is the town located right near the citadel, where the queen dwells.  Interestingly, the citadel used to belong to Mordann the Lich. 

 

Celceor gave us a run down on everything he knew about the dwarven kingdom and the vengeful spirit of Mount Khelberg, all contained in the ‘Book of Norvus.’

 

Bane later sauntered in, having been hanging with the local thieves and cutthroats, and told us that he gathered some info on the guys who robbed Werkle and his chums.

He let us know:

1) The guys who jacked Werkle wanted to let bygones be bygones as far as the robbery went; it was ‘just business, nothing personal...’  So, Werkle lost some cash, but we can count on no further ‘eye for an eye’ actions from the guild.

2) DON’T talk about the queen.  Don’t even say the word “QUEEN.”  Avoid talking about Dairy Queen and Queen sized mattresses.  She apparently has special powers and knows if her name is being mentioned.  We agree to refer to her as either ‘the bee-atch’ or ‘bi-otch’ or ‘Fight Club’ (as in “You don’t talk about fight club…”).

3) Bane knows a guy who knows a guy who could hook us up with a ship in the port to the south (where the Prince was last known to be headed) for getting off the island. “Eh, a friend of your or a friend of ours or a friend of mine, you-know-whut-I’m-saying?  Fuhgettabout it!”

 

Celceor reviewed the history of Khelberg (the fortress built by dwarves after they slaughtered the elves) which included interesting tidbits about the vengeful spirit of the mountain who would pursue anyone who stole its riches.  We try to consider ways of getting the spirit of Khelberg to take on the Lich Mordann but can’t quite figure out how.

 

Celceor spots a dark cloud on the horizon to the north which he assumes is the shit-storm of badass that is Mordann coming to get us.

 

Finally the investigating town guards return our papers, saying the story has been confirmed.  Fol Toln’s finest then disappear into the night, having wasted a lot of our time.  We agree that it is time to go south, so Eggo decides to hire a carriage, reasoning that we can rest while traveling through the night.  Eggo shells out 500 gold to hire a luxury carriage, drivers, a team of horses, etc., so we can be rested when we arrive in the port in the south where we hope to recover the prince, Lucius Lorman.  It turns out that his father was the original leader of the Northmen who helped imprison the Lich Mordann, but Lucius is the sole survivor of the line.

 

The innkeeper mentions to Eggo that the General Tarvin, leader of ‘She who shall not be named’ army, has been looking for a group of characters that fit our general description.  As we are digesting this nasty biscuit, a tall and aristocratic man, with a little van-dyke beard, a red robe and a staff (a total ponce) sits down at the next table, orders wine and attempts to talk to us while pretending he is just swilling a little merlot in this dive.  He lets us know he is the general and that he wants to meet us later in one of the suburbs, where we can talk safely.  Being feckless idiots, we agree, sending Beck and Captain Prurof ahead with the carriage.

 

The rogues (Nick and Bane) go ahead and scope out the place.  The meeting is to take place in a currently unoccupied parade ground where Southern Soldiers had been trained (they are now up north, so the barracks and parade ground here are unoccupied).  We meet the general with five, no, six soldiers with him.  He immediately says that he wants us to turn over the orb to him and he will give us safe passage off of the island.  Some of the more credulous (like Eggo) think this is a good idea; Celceor, however, insists that if General Tarvin wants the orb for the ‘she who shall not be named’ aka the queen, we can turn it over to her, personally.  Tarvin gets more and more angry… tempers flare and before you know it, fireballs and balls of lightning are flying back and forth across the parade ground, sizzling and electrocuting people as the soldiers and the fighters start whacking at each other and I am bleeding all over the place; oh the pain.  As the fight begins to go against Tarvin, he breaks his magic staff over his knee, blasting everyone with instantly released magic (Eggo and Bent can’t take it anymore and both fall unconscious, the wimps).

 

Somehow or another, the heroes prevail and Fafnir hacks down the general.  His last surviving soldier attempts to take a bleeding and unconscious Eggo hostage, but Fafnir managed to splatter the man with his sword.  Yay!  We win!  Unfortunately, all of the thunder and pyrotechnics seem to have alerted the soldiers from nearby barracks who surround us in a hedge of spears.  Bane pockets the dead General’s ring and we display a tattoo (the mark of the Lich Mordann) on the flesh of General Tarvin, which seems to help our case since it shows that he was an actual traitor.

 

We are taken to the local army tavern and inn and our papers are confiscated and we are placed under guard (again).  Bent attempts to stir discontent among the soldiers by using his ventriloquism to start rumors of some soldiers getting bonus pay while others did not, but without success.  The Innkeepers servants depart with their carriage, having earned a quick and easy 500 gps.  Bane discovers that he has a ring that masks an evil alignment, Fafnir discovers he has a horn of blasting and Eggo remembers that there is a Bead of Karma in his pocket.  The administrative assistant of ‘she who must not be named’ tells us that we have an appointment with the queen the next day.  We spend the night in furious debate --- do we try to run, leave town, etc.?  A plea for help at the dwarf embassy proves fruitless.  Locals seem pretty impressed that ‘she who must not be named’ wants to see us, but none of them expect to see us again either.  Werkle tries, unsuccessfully, to wager with the locals on the issue.  We start to feel we have just been given one-way tickets to Gitmo.

 

After a sleepless night, we are finally brought to the citadel.  Here we meet the gatekeeper, who beckons us to follow him, smirking at our discomfort and warning us not to mention the eyeball thing.  The place is huge, dusty and old with all of the windows bricked up.  We are broken up into small groups and ushered, in these groups, into the presence of the ancient evil blind elven queen.  She wears a mask over her scarred eyes and speaks dire prophecies of what will happen should the Lich Mordann get his hands on his orb.  Celceor is given a cloak that helps mask his presence from  Mordann’s awareness (at least for now) and it is revealed that all ships that attempt to leave the island are inundated with black birds that caw and caw until the sailors go insane.  When the sailors attack the birds on the ship, the birds burst into flame, killing all aboard.  It is suggested we get rid of the ring Bane took from Tarvin, since Mordann will be drawn to it.  The queen asks us to assassinate her former magistrate, the traitor Noreeno, who serves Mordann now.  Apparently he will stop in Hillsfar under a flag of truce; since we are independent agents, we will not be violating a truce if we take him out.  Of course we agree.

 

As we are leaving, Eggo nearly chokes trying to suppress comments like, “How nice to see you,” and “You are a sight for sore eyes,” and “See you later!” which probably saves him from being tortured to death in the Queen’s dungeon…

 

Kevin’s notes: Had a lot of fun with this session. Wanted to share some thoughts that Jon C and I talked about after: Wish to extend my thanks, I feel spoiled as a GM by having such a good group of players. Hopefully it is as fun for you as it is for me. Please send me any suggestions to help improve the game experience.

Random thoughts: The party seemed to be leaning towards trying to escape the city,and I had to think of some methods on the fly. They were really risky, but doable. I love it when I have to scramble because players don't do things the way I felt they would.

I didn't think the General scene would be surprising to everyone and I was happy to see no one strongly felt he was part of the Children of the Citadel.

I had some worry that there would be some deaths during dialogue with Queen based on the past history of some of the characters. Everyone kept a respectful voice and I exhaled a sigh of relief. :)

XP:


Combat XP: 250
Story XP: 2500
RP XP: Case by case
Bonus Awards: Case by case

Celceor The Wise; Elf Mage (Dave M.) XP Start: 17,196xp
Combat: 35xp
Story: 360xp
RP: 350xp
Bonus: 100xp Took the time to address the party and inform them about his research
XP for Session: 845xp
XP Total: 18,041xp

Nick; Human rogue (Dave P.) XP Start: 13,208xp
Combat: 35xp
Story: 360xp
RP: 350xp
Bonus: 100xp - some insightful decisions and ideas
XP for Session: 845xp
Total: 14,053xp

Fafnir; Human Barbarian (Jon C) XP Start: 11,194xp
Combat: 35xp
Story: 360xp
RP: 400xp - Fafnir fought for what he felt was needed even though it wasn't what a lot of the party wanted
Bonus: 125xp - typical good thoughtful ideas and his revenge will be ever so sweet
For Session: 920xp
Total: 12,114xp

Werkle of Dinnsmere; Dwarf Fighter (Al) XP Start: 12,655xp
Combat: 35xp
Story: 360xp
RP: 400xp
Bonus: 175xp - surprised me during the Queen dialogue, had options to not meet the Queen (though they were very risky) and elected to advise the party to meet the Queen. Which, oddly enough, helped advance the story in the easiest fashion for the GM. :)
For Session: 970xp
Total: 13,625xp

Eggo of the Holy Brotherhood; Human Cleric (NPC) XP Start: 10,493xp
Combat: 35xp
Story: 360xp
RP: 400xp
Bonus: 150xp Held to the light (Pelor), offered counterpoints leading to discussion
For Session: 945xp
Total: 11,438xp

Ereyn Bane; Human Rogue (Mike D.) XP Start: 11,127xp
Combat: 35xp
Story: 360xp
RP: 400xp
Bonus: 100xp - Attempts to help the party behind the scenes.
For Session: 895xp
Total: 12,022xp

Bent, Dwarf Wizard/Bard XP Start: 7,090xp
Combat: 35xp
Story: 360xp
RP: 350xp
Bonus: 75xp Surprised me during the Queen dialogue
For Session: 820xp
Total: 7,910xp